• Title/Summary/Keyword: Digital Creative Industry

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A Study on the Development of Fashion Doll Costume Design Using Y2K Fashion Style (Y2K 패션 스타일을 적용한 패션 인형 의상 디자인 개발 연구)

  • Yi Fan Fu;Cha Hyun Kim
    • Journal of Fashion Business
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    • v.28 no.1
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    • pp.51-67
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    • 2024
  • Recently, as the "Kidult" culture has become the culture of life, the vintage fashion doll market is rapidly emerging. This change, coupled with a tendency to cherish childhood memories among adults, shows a phenomenon that vintage dolls are gaining popularity. This study explored the possibility of creative fashion doll clothing design, aiming to satisfy consumers' more diverse and unique emotional needs and provide new perspectives and inspiration to the doll fashion industry and the fashion doll industry. Therefore, this study attempted to propose a fashion doll costume design using the Y2K fashion style that is currently popular. Based on publications and prior research considerations, the Y2K fashion style could be categorized into four main styles: 'Future Technology', 'The Matrix', 'Millennium Spice Girl', and 'Harajuku'. Based on characteristics of these four styles, this study designed and produced eight stylish doll costumes incorporating the Y2K style under themes of 'Ex Machina', 'Digital Warrior', 'Rebelious Sugar', and 'Harajuku Dopamine'. This can inspire fashion doll costume design and production based on trendy styles. This study can be a useful foundation for presenting more diverse directions for fashion doll costume design.

Identification of Convergence Trend in the Field of Business Model Based on Patents (특허 데이터 기반 비즈니스 모델 분야 융합 트렌드 파악)

  • Sunho Lee;Chie Hoon Song
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.3
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    • pp.635-644
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    • 2024
  • Although the business model(BM) patents act as a creative bridge between technology and the marketplace, limited scholarly attention has been paid to the content analysis of BM patents. This study aims to contextualize converging BM patents by employing topic modeling technique and clustering highly marketable topics, which are expressed through a topic-market impact matrix. We relied on BM patent data filed between 2010 and 2022 to derive empirical insights into the commercial potential of emerging business models. Subsequently, nine topics were identified, including but not limited to "Data Analytics and Predictive Modeling" and "Mobile-Based Digital Services and Advertising." The 2x2 matrix allows to position topics based on the variables of topic growth rate and market impact, which is useful for prioritizing areas that require attention or are promising. This study differentiates itself by going beyond simple topic classification based on topic modeling, reorganizing the findings into a matrix format. T he results of this study are expected to serve as a valuable reference for companies seeking to innovate their business models and enhance their competitive positioning.

Study on the creative development of China Cartoon & Animation - Focusing on changes in a production environment with supporting the policy of the State Administration of Press, Publication, Radio, Film and Television of China - (중국 만화 애니메이션 창작과 발전 방향에 관한 연구 -국가광전총국(國家廣電總局) 지원정책에 따른 제작환경 변화를 중심으로-)

  • Xie, Shu-Fu;Kim, Jong-Du
    • Cartoon and Animation Studies
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    • s.35
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    • pp.209-226
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    • 2014
  • Chinese cartoon industry lately was able to see a rapid development which changed cartoon creative personnel associated with increased production technology development, new technologies, government support policy and a variety of environments. It was likely to have high expectations for changes in the policy environment of the country supported the comic creators and authors to develop its own comic industry. The State Administration of Press, Publication, Radio, Film and Television of China promoted the production for the development of Chinese animation with "domestic little video about the development of the animation industry's opinion", and "documents Documents". Animation industrial base and animation education was established in institutions such as the organization one after another. In the meantime, the spread of Japanese comics picture on the creative activation admitted but their comic creation and activation was slump. It would produce that the creation of its traditional culture based activation strategy to built comics. Since 2004, It was well represented for the creators of the cartoon creation of the tradition and uniqueness of Chinese history. In the prior to 2004, comics and strategies was to be differentiated. Today, China is an important source of comic marked the fact that the tradition was recognized and it was further developed with combining creativity of the past and the present production system. Comic creators comic story of traditional culture were excavated in order to have a sense of awareness and modern. The difference between China Cartoon and comics in other Asian countries is true that cartoon story came out naturally in a traditional culture. In this study, It would lead in the future to allow directional presented for the digital cartoon making development policy awareness through the comic creation and production of new media content industry enabled to China. Now, in the new media industry for the development of China's neighboring countries coped with climate change for the active exchange of information. It poured out ceaseless technical development and a range of policies to support business expansion. New China Cartoon was leaped to re-fit the industry.

A Study for Convergence Curriculum of Creative Practical Use of the Direction of Characterization of Healthcare - Centred on a University - (보건의료 특성화 방향에 대한 창의실용 융복합 교육과정을 위한 연구 - 일개 대학을 중심으로 -)

  • Choi, EunMee;Kwon, LeeSeung;Park, YeongSool;Jung, YongSik
    • Journal of Digital Convergence
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    • v.16 no.6
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    • pp.283-295
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    • 2018
  • This study is to establish the direction of special education curriculum by linking the demands of the health industry and the university curriculum. For this, we conducted a questionnaire survey for 4 months from 18 January to 9 May, 2017. Cronbach alpha coefficient was used for the reliability of the study, frequency analysis was used mainly for the contents of the study, and chi-square test, variance analysis and T test were applied to the study. Cronbach's alpha coefficient was 0.891. Variance analysis, T test and chi-square test show some significant differences. The results of this study are as follows: 35% of practitioners and 22% of convergent intellectuals are desirable in institutions. Practical needs of practitioners are creative practicality, medical policy (58%). It will be necessary to conduct a nationwide survey in the future.

Plans for 3D printers Diffusion -Focusing on production figures- (3D프린터 활성화를 위한 방안 -피규어 제작을 중심으로-)

  • Lee, Chang-Jo;Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.335-341
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    • 2014
  • Due to the expiration of the 3D printer's patent, the articles covering the market activation and bright prospects for the future industry are being released. What are the requirements for the 3D printer to become popular like a general printer? To get the answer, on-line survey was performed for the activation of 3D printer. As a result, tit is observed that he public prefers creative printer and figure, and prefers to use through pay or free download rather than designing digital blueprint, which is output data. For the activation and popularization of 3D printer, figure is familiar to the public who are frequently exposed to image media contents, and it also has motivation factor to use and purchase 3D printer. For distribution of digital blueprint of figure content, the preparation of related law and regulation and activation of online market would be of help for activation of 3D printer.

A Mobile Multimedia Auction System (모바일 멀티미디어 경매 시스템)

  • Ahn, Hoo-Young;Ryu, Ki-Young;Park, Young-Ho;Ha, Sun-Tae
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.5
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    • pp.320-332
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    • 2007
  • Recently, new interests on digital contents and UCC(User Created Content)s are growing fast through the development of internet. However, there have been many side-effects on those interests. The representative problems are perversing illegal copies and the distributions for personal valuable digital contents to unauthorized anonymous users. These decrease creation of good digital contents by interfering with the growth of information technology industry and the content provider#s creative will. To resolve these problems, in the paper, we propose a novel auction system for multimedia contents and bidding processes. The system applies the concept of used goods onto digital contents. Especially, the auction system is based on mobile environment. Finally, the performance evaluation shows that those main auction process algorithms indicate the time complexity of logarithm scale for insertions and searches. Therefore, the performance of the system is not significantly influenced by the amount of contents even though the volume of contents in the system is increasing.

Digitalization of Fashion Shows in the Pandemic Era - A Focus on Fashion Films and Fashion Gamification - (팬데믹 시대의 패션쇼의 디지털화 - 패션 필름과 패션 게이미피케이션을 중심으로 -)

  • Kang, Soojung;Chun, Jaehoon
    • Fashion & Textile Research Journal
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    • v.24 no.1
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    • pp.29-41
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    • 2022
  • With the outbreak of the COVID-19 pandemic, global fashion brands have been hosting online fashion shows instead of offline ones. In light of the current pandemic scenario, this research conducted a study on digital fashion shows held online, specifically focusing on two types of shows: fashion films and games. This study examined the characteristics of changes in digital fashion shows as well as their limitations. The case studies analyzed fashion shows from January 2020 to July 2021, with a focus on the 2021 S/S and 2021 F/W seasons, and 26 fashion shows from 23 brands. The results of this study were as follows: First, digital fashion shows transcended physical limitations through virtualization and non-face-to-face communication, breaking free of the limits of space and time in reality. Second, the entertainment role of fashion shows was strengthened. However, online fashion shows had limitations as they lacked a sense of reality and distracted viewers' attention from fashion products. This study has practical implications as it proposes a path for the development of digitalized fashion shows by addressing its current limitations. Overcoming these shortcomings, post-pandemic fashion shows would be more diverse, flexible, and creative. Consequently, following the pandemic period, we look forward to new types of fashion shows using digital imaging technologies.

Topic Modeling on Research Trends of Industry 4.0 Using Text Mining (텍스트 마이닝을 이용한 4차 산업 연구 동향 토픽 모델링)

  • Cho, Kyoung Won;Woo, Young Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.7
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    • pp.764-770
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    • 2019
  • In this research, text mining techniques were used to analyze the papers related to the "4th Industry". In order to analyze the papers, total of 685 papers were collected by searching with the keyword "4th industry" in Korea Journal Index(KCI) from 2016 to 2019. We used Python-based web scraping program to collect papers and use topic modeling techniques based on LDA algorithm implemented in R language for data analysis. As a result of perplexity analysis on the collected papers, nine topics were determined optimally and nine representative topics of the collected papers were extracted using the Gibbs sampling method. As a result, it was confirmed that artificial intelligence, big data, Internet of things(IoT), digital, network and so on have emerged as the major technologies, and it was confirmed that research has been conducted on the changes due to the major technologies in various fields related to the 4th industry such as industry, government, education field, and job.

The Education Plan for 3D Animation-Focusing on University Education (3D 애니메이션 제작 교육 방안 -대학교육을 중심으로)

  • Park, Sung-Dae;Lee, Junsang;Kim, Young Chul
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.5
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    • pp.991-1002
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    • 2017
  • Most animation films running on cinema or TV are based on 3D images. Domestically, a lot of 3D animations are produced, and the number of 3D animation films are on the annual rise. Many human resources relating to animation participate in a variety of domestic and foreign animation projects of domestic producers. In the animation participate in a variety resources are of more importance. As a result, many university make the effort to raise human resources for 3D animation. In this paper, we will look into the curriculum of 3D animation. In particular, based on the questionnaire survey in which domestic 3D animation producers participated, this study analyzed the survey results and tried to discuss how to rise human resources for creative 3D animation in university. It is aimed at suggesting the directions of raising human resources for 3D animation in proper 3D animation education and of their contributions to the development of the domestic 3D animation industry.

Derivation of Creative SW HRD Policy Using Analytic Hierarchy Process (계층분석을 활용한 창의적 SW인재양성 정책방향 도출)

  • Lee, Jung Mann;Rim, Myung Hwan
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.95-102
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    • 2013
  • The paradigm of SW industry has been rapidly changing into mobile and cloud technology environment. Research model based on PEST-SWOT analysis was employed to derive internal and external factors connected with PEST factors through analyzing the current status and problems of SW HRD system in Korea. Survey was conducted by 20 experts who are involved in SW companies, university, and R&D research institute using AHP(Analytic Hierarchy Process) model. The empirical result showed that SW fusion HRD, creativity-oriented university education in the field of software, global education and exchange, and revitalization of SW venture ecosystem are derived as policy visions of SW HRD for smart industry ecosystem. Another findings are that SW fusion HRD, revitalization of SW venture ecosystem, Job Creation through revitalization of SW start-up, Creation of coexistence between SW large enterprises and SMEs, creativity-oriented university education in the field of software, and global education and exchange are presented in order in terms of the importance of policy priority.